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Nieldo

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About Nieldo

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  1. Hey guys, its yet another "how do I..." thread :) Im making a mission where 4 blufor men have to make it to Berezino, its a sneaking and evading type mission you know the sort. Anyway I need to make a trigger to end it but its a bit more complex then Im used to. All remaining blufor men must be in Berezino in order for the game to end so I cant just use a "present/not present" trigger, it must check to see if anymore men are alive, and if they are it must wait for them to either enter the trigger area or to be killed. Thanks in advance for any help given :)
  2. So is it just me thats noticed this? is it a bug? Sound travels faster then bullets. Your hear the gunshot before the bullet crack. At close range its not really a problem, you hear both pretty much isntantly. But at medium to long ranges you can hear the enemy shoot before the bullet gets anywhere near you, try it out, you can take cover before the bullet arrives because you hear the gunshot. I have noticed that explosion sound effects do have speed, so there is a gap between seeing the explosion and hearing the explosion depending on how far away you were at the time. So I am hoping its just a bug which will be sorted out in no time :).
  3. Got around to trying this out and it doesnt work as expected. If you put easts script first everything works fine for east, but then west doesnt get any tasks or notes. Wests first, east doesnt get any. Edit: I figured out a way around it, create two .sqf files, BreifingWEST and BreifingEAST. Then call them both out of the init.sqf file using [] execVM "breifingEAST.sqf"; [] execVM "breifingWEST.sqf";
  4. Both correct. Although the big thing people want to do is customise the groups that spawn. So far we can only choose between air patrols and ground patrols, there should be a way to spawn only groups you choose but nobody has posted it yet, and I cant figure out as I am new to this editing business.
  5. I would also like to know the answer to this, been trying to get the ACM to spawn specific groups for a few days now. Cant figure it out :(
  6. Gah this just keeps getting more complicated. the array would look something like [usmc_tankplatoon, usmc_mechreconsection, usmc_mechinfsquad, usmc_mechanized] ? Is the array a file or is it put somewhere in init.sqf? Also how would I link it into the ACM and get it all working? Sorry for asking all these questions, I really really appreciate the help. Edit: Think I figured it out. Is it: [usmc_tankplatoon, usmc_mechreconsection, usmc_mechinfsquad, usmc_mechanized] execVM "ca\modules\ambient_combat\data\scripts\functions\removeGroupClasses.sqf"; ? Testing now :) Well that didnt work. Edit 2: I tried the add script, no errors returned in the RPT file it it didnt work either. waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [1, BIS_ACM] call BIS_ACM_setIntensityFunc; //[["USMC"], BIS_ACM] call BIS_ACM_setFactionsFunc; [bIS_ACM, 15, 30] call BIS_ACM_setSpawnDistanceFunc; //[0.5, 0.8, BIS_ACM] call BIS_ACM_setAmmoFunc; //["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; //["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc; [usmc_sniperteam] execVM "ca\modules\ambient_combat\data\scripts\functions\addGroupClasses.sqf"; I cut off a few of the other scripts just to see if it was working. It wasnt, a BMP2 infantry squad spawned instead. So its just ignoring the script, at least the array. Maybe Ive done it wrong.
  7. I copied down the group names to a txt file and split the script name from the type name, its useful to have on your computer rather then here. http://rapidshare.com/files/247106563/GroupNames.rar.html Just been testing it out. waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [1, BIS_ACM] call BIS_ACM_setIntensityFunc; [["USMC"], BIS_ACM] call BIS_ACM_setFactionsFunc; [bIS_ACM, 15, 30] call BIS_ACM_setSpawnDistanceFunc; [0.5, 0.8, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc; This works fine, only ground units spawn, so infantry, mechanized, motorized and foot. Tanks spawn as well. After around 20 or so second in the mission things start spawning, around 10 seconds apart from each other. But this code: waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [1, BIS_ACM] call BIS_ACM_setIntensityFunc; [["USMC"], BIS_ACM] call BIS_ACM_setFactionsFunc; [bIS_ACM, 15, 30] call BIS_ACM_setSpawnDistanceFunc; [0.5, 0.8, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc; [bIS_ACM, usmc_infsquad] call BIS_ACM_addGroupClassesFunc; Nothing spawns even after a few minutes :/ edit: also just tried: waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [1, BIS_ACM] call BIS_ACM_setIntensityFunc; [bIS_ACM, 15, 30] call BIS_ACM_setSpawnDistanceFunc; [0.5, 0.8, BIS_ACM] call BIS_ACM_setAmmoFunc; [bIS_ACM, usmc_infsquad] call BIS_ACM_addGroupClassesFunc; Thinking that removing some of the other unit/faction parameters would fix it. Noluck, nothing spawned. Edit 2: tried a few more combinations waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [1, BIS_ACM] call BIS_ACM_setIntensityFunc; [["USMC"], BIS_ACM] call BIS_ACM_setFactionsFunc; [bIS_ACM, 15, 30] call BIS_ACM_setSpawnDistanceFunc; [0.5, 0.8, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc; [bIS_ACM, ["usmc_tankplatoon", "usmc_armored", "usmc_mechreconsection","usmc_mechinfsquad", "usmc_mechanized"]] call BIS_ACM_removeGroupClassesFunc; waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [1, BIS_ACM] call BIS_ACM_setIntensityFunc; [["USMC"], BIS_ACM] call BIS_ACM_setFactionsFunc; [bIS_ACM, 15, 30] call BIS_ACM_setSpawnDistanceFunc; [0.5, 0.8, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc; [bIS_ACM, usmc_tankplatoon] call BIS_ACM_removeGroupClassesFunc; waitUntil {!isNil {BIS_ACM getVariable "initDone"}}; waitUntil {BIS_ACM getVariable "initDone"}; [1, BIS_ACM] call BIS_ACM_setIntensityFunc; [["USMC"], BIS_ACM] call BIS_ACM_setFactionsFunc; [bIS_ACM, 15, 30] call BIS_ACM_setSpawnDistanceFunc; [0.5, 0.8, BIS_ACM] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM] call BIS_ACM_setTypeChanceFunc; [bIS_ACM, usmc_tankplatoon] call BIS_ACM_removeGroupClassesFunc; [bIS_ACM, usmc_mechreconsection] call BIS_ACM_removeGroupClassesFunc; [bIS_ACM, usmc_mechinfsquad] call BIS_ACM_removeGroupClassesFunc; [bIS_ACM, usmc_mechanized] call BIS_ACM_removeGroupClassesFunc; [bIS_ACM, usmc_armored] call BIS_ACM_removeGroupClassesFunc; Still no luck, seems really hit and miss. Would be nice if BIS stepped in and gave some more guidance/information/examples.
  8. Oh yes :) I see that know, thanks. Sorry for not looking harder :o
  9. Currently making a multiplayer map and need to set different tasks and notes for both USMC and RU forces. How do I do this? At the moment I can set tasks and notes but both sides see the same ones.
  10. Thanks for the reply, I noticed the command [<ACM reference | Object>, <types | Array of Configs and / or Strings>] call BIS_ACM_addGroupClassesFunc; Now I know what <ACM reference | Object> would be, thats the name of my ACM module, in this case BIS_ACM. But <types | Array of Configs and / or Strings>, where can I find a list of groups and their names?
  11. I have checked all menu's, In the campaign missions there are options in the radio menu to get extracted, thats scripted into the missions. As this is a mission Ive made theres no script for that in there. Ive managed to get a workaround going so far, but it would be nice if high command was able to give out context commands, like you can with your own squad.
  12. Still looking for a fix, or some info about how I can get this to work, there is nothing in the manual at all apart from a breif paragraph or two about high command.
  13. Currently making a mission which includes the use of the high command modules, Ive got a Russian infantry squad under my command as well as a Mi-8. Theres two problems, first of all how do I command the infantry squad to get in/mount the Mi-8 (while its sat on the grass at the airfield)? I would have thought it was a simple case of press F2 (selecting the Inf Squad) and clicking on the helicopter, but no luck there. This problem is pretty simple to get past as it wouldnt cause to many problems just to take control of the squad directly. The second problem comes when Ive been flown to the destination and its time to get out. There doesnt seem to be an option anywhere on the complex command/high commmand menu to get the helicopter to land. I can get my squad to eject but its usually at the wrong height and a few of them die. Makes it impossible to get extracted as well. Can anyone help me out? :)
  14. I read in the BIS Wiki that "By default the ACM will select group types from CfgGroups, but you may want to use only a number of specific group types." And that each squad/group has a chance value of spawning, so for example regular infantry has a higher chance of spawning then a sniper team. Is there anyway I can edit these chances, or make my own CfgGroups file that is linked only to one mission, so it only effects the mission I want it to and not other missions Ive made using the ACM? Or is there any other way I can limit which group types spawn and the chance values they have?
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